Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you're finding the damage to be uncomfortably high you can always lessen it in custom settings. Even on authentic it is meant to be 'moderate' difficulty, and by that I mean a veteran crpg player can expect to get pushed around every now and then.
Most units have one part physical and one part elemental or some other source. Which allows for lessening damage via resistances but not rendering it useless most of the time.
I have encountered goblins with arrows that 2d6 + 2d6 (8?) of some additional type (in jungle). These are regular hits, not crits. I also noticed that my Orc companion in the jungle does 2d12 + 6 (!!!) with his great-axe. Again, a regular hit. That seems wrong? Then there are the risen archers (in my view the most overpowered ranged attackers in the series): each regular arrow - they can fire 2 with a high to hit bonus - does 2d8 + 2d8 necrotic - again, it looks like damage is being doubled up. I can get through the encounters, but it really looks like there is some doubling up happening somewhere and if not these attack values are simply unreasonable - I'm enjoying every other aspect of the modules.
For now I'm not working on any new campaigns. I may finish the series up with a small campaign later this year but not certain on the time.
PS your modules are just the best.